SvC Chaos: SNK Vs Capcom/Kasumi Todoh

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藤堂 香澄, Todoh Kasumi
Kasumisvc.gif
Difficulty Difficult
Max Mode Needed? Yes
Tier Placement Maybe (C)
Standing Hitbox ?
Crouching Hitbox Short

Introduction

Kasumifacesvc.png

This girl is Kasumi Todoh, a character from the Art of Fighting series, as well as some KOF games. She is daughter of Ryuhaku Todoh, which is her master. If you played the first AOF game, you'll remember her father on the story mode. After her father was defeated by Takuma's son Ryo, Kasumi went on to find Ryo and defeat him for revenge purposes. In this game, she is fairly good, but only as a defensive character. If, however, you're coming here from KOF2002UM and play Kasumi there, prepare to be a little disappointed. Now yes, KOF02UM Kasumi is ripped straight out of this game, but Kasumi is much worse here overall with none of the stuff that makes her threatening in 02UM: no j.D of doom, poor light confirms, her Exceed is much worse, no free activation of Max Mode, the list goes on. That said, Kasumi can still work wonders in the right hands, especially if you have the game knowledge to back you up, but that also means investing a lot more time into her for SVC Chaos. On the bright side, she's at least not as bad as KOFXI Kasumi.

Strengths Weaknesses
  • Great ground-defensive game
  • Short, but powerful combos
  • Very fast backdash
  • Air fireball to safely build meter: Similar to how characters like Iori or Kyo can extend their backdash by doing an aerial attack, Kasumi can cancel her backdash into her air fireball. While it stops her momentum completely, it stops opponents from chasing her while also giving her a safe way to build meter and still play defensively.
  • Proximity unblockable to forcibly open up opponents: Combo or not, if she's close enough, Kasumi's command grab is a proximity unblockable that allows her to launch the opponent into a juggle state and deal additional damage or setup a reset to continue her pressure. Plus, it's easy max mode combo fodder for her to use.
  • Counters: One of the only characters to have them, Kasumi has access to counters she can use to punish any attacks the opponent does, whether it be a high, mid, or low. With the right read, Kasumi gets good damage and the advantage in neutral.
  • Command grab super has great reach
  • Exceed does great damage
  • Forces opponents to second guess their approach
  • Hard to master: Arguably one of the hardest characters to master. Knowing when to use each of Kasumi's counters, and executing her combos is only a small part of it.
  • Lower than average health: Kasumi is squishier, maybe. It's hard to properly gauge as there's still no definite answer to how the game's health/damage values work or what the baseline is, but Kasumi feels squishier. Take it with a grain of salt.
  • Mediocre anti-airs and long ranged tools
  • Lights don't help very much: Kasumi's light buttons are pretty bad, and several of them being uncancellable makes them even worse. Stubby range and with little utility beyond poking mixed with poor frame data, and Kasumi's lights make for forgetful buttons. Kasumi rarely uses them, even though making them cancellable alone would instantly make them decent. Not being able to cancel her lights especially hurts as she has no light confirm combos aside from one max mode combo.
  • Stubby proximity unblockable: Calling Kasumi's proximity unblockable, which is a key part of opening opponents up for a few reasons, is an understatement. You practically have to be hugging the opponent for it to connect, as even the slightest pushback results in her doing 6A instead. The pushback from doing any sort of light chain makes the stubby range all the more frustrating and limits Kasumi's options for opening the opponent up.
  • Bad recovery leaves her prone to GCFS punishes, including rekka
  • Exceed is a counter move: There's two counter exceeds in the game, and the other one is Iori's exceed. And even though Kasumi's entire kit revolves around baiting the opponent into mistakes, she has the worse of the two counter exceeds. As such, it's an unreliable exceed compared to just using a regular counter despite how hard it hits. But at least it actually complements her gameplay, unlike Iori's counter exceed.
  • No real answer against zoning: Kasumi's short-ranged fireball can only somewhat counter fireballs.
  • Will only work if the player has extensive game knowledge and is great at hard reads
SVC Chaos: SNK VS Capcom Frame Data Glossary
Damage

How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier.

  • Note: Damage is a little inconsistent. Example: Geese cl.A deals 5 damage. Against Zero, sometimes it does 5 pixels of damage to his life bar, other times it does 4 pixels. Against Ryu, cl.A does 4 pixels of damage, other times it does 3 pixels of damage. This info comes from the Enterbrain Mook, but most likely this is the cause of damage modifiers skewing the damage slightly, thus making it a bit inconsistent.
  • Damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. It is listed because it's an official source for this info, just keep in mind damage is not 1-to-1 due to varying health values and screwy ways the game calculates damage anyways.
  • There will be a question mark next to the four mentioned characters because it's only a guess as to what the actual damage values are (until health and damage are better understood), since they were never gathered in the Mook.
Counter Damage

How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma.

Guard

Where the attack hits, and thus where it must be blocked.

  • Mids can be blocked standing and crouching
  • Overheads must be blocked standing
  • Lows must be blocked crouching
  • Unblockable cannot be blocked
  • Throws break through block up-close
Guard Crush

How much guard meter damage the attack does to the green Guard Gauge.

Stun

How many points of stun the attack adds to the opponent's invisible Stun Gauge.

Meter

How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it.

Cancel

The type of cancel the attack can perform.

  • Any - All cancel types work
  • Ch - Chain cancel; it can chain into other attacks (mostly just lights)
  • Self - Can chain only into itself
  • Cmd - Command cancel; can cancel into command normals
  • Sp - Special cancel; can cancel into special moves, and almost always this means super cancels are possible too
  • Su - Super cancel; can cancel into super moves
  • Free - Free cancel; can be cancelled in Max Mode by other special moves or super moves
  • Written only for special moves as all normals can be Free Cancelled, so writing it in for every move would be redundant
  • X - Cannot be cancelled, either outside of Max Mode or that it cannot be cancelled at all
Startup

How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.

  • The startup will not take into account the frames of the flash animation itself where time freezes and the opponent player cannot act.
  • Super flashes last 28 frames, whereas Exceed flashes last 27 frames.
  • Because there is currently no way to view throw boxes, it is assumed that throws/command grabs are at most 0-1 frames of startup. Truthfully, we don't actually know though.
Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)

  • If there is a gap between sets of active frames, the gap is denoted by a number in parentheses. (Example: 3, (2), 4 - The attack is active for 3 frames, then is not active for the next two frames, followed by being active again for 4 frames.)
  • Throw boxes are not visible either through dipswitches or the hitbox viewer so it's only a guess how active throws and command grabs are, but it's probably one active frame at most.
  • This also applies to hitbox images - they will still show the push and hurtboxes of characters but outside of that, unfortunately there is no way to depict the throw boxes at the moment.
Recovery

How many frames it takes for a move to finish after it's been active.

Total

The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number.

Hit/Block Adv

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.

  • SKD refers to a soft knockdown, or a knockdown you can tech roll out of.
  • HKD refers to a hard knockdown, one that you cannot tech roll out of.
  • All frame advantages assume Ryu as the opponent. If there are variable wakeup times, it is currently unknown info.
  • Frame advantages of projectiles assumes the opponent is point blank range. Any farther and this obviously changes and/or doesn't matter.
  • Block advantage assumes no use of Guard Cancel Front Step.
  • For one, it obviously decreases the attacker's frame advantage significantly.
  • When the defender uses GCFS is also a variable factor so you cannot provide a hard answer as to what the frame advantage is after GCFS, as well as how soon they cancel GCFS into an attack.
  • Generally speaking, just assume the block advantage minus the active frames of GCFS, and that's a rough estimate of the frame advantage when GCFS is performed.
  • This doesn't really matter in most cases, since the attacker will automatically be quite minus after most attacks.
Invulnerability

Indicates whether there's any frames of invulnerability during the attack.

Move List

Normal Moves

Close Normals

cl.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 5 4 3 12 +5 +3 -
  • Elbow attack. Can link into itself, and the other Light Attacks, and can be canceled too. Can only reliably combo into her proximity unblockable grab.

cl.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 8 3 12 23 -3 -5 -
  • A cancelable kick that can whiff on some small crouching chars. Can only reliably combo into her proximity unblockable grab.

cl.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 7 6 9 22 +5 +3 -
  • Kasumi's ground combo starter. You can easily cancel it into everything, so just learn how to combo with it.

cl.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 10 5 15 30 +0 -2 -
  • A cancelable kick with good damage.

Far Normals

st.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 5 3 6 14 +3 +1 -
  • A punch that doesn't have reach, and can't be canceled. Can be useful to stop tick-throw attempts.

st.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 13 3 8 24 +1 -1 -
  • Walking kick that can't be normal canceled. Use it as a poke only. Kasumi will walk a little forward during the move.

st.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 12 3, 3 25 43 -11 -13 -
  • Strange punch that can be normal canceled(But I think you can't combo with it). It's just another poke over there.
  • Kasumi's pushbox does not move when performing this attack, only her hurtboxes and hitboxes do, meaning it's technically possible for a character to walk past and push Kasumi as she performs the attack (and whiff it).

st.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 13 5 19 37 -4 -6 -
  • Another poke(But can't be normal canceled this time). Kasumi will move a little forward during the move.

Crouch Normals

cr.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 5 6 7 18 -1 -3 -
  • Straight punch. Use as a poke, but can be normal canceled, chain into itself and other Light Attacks.

cr.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 4 8 16 +0 -2 -
  • A kick that hits low, and can't be normal canceled, but can chain into itself, and other Light Attacks.

cr.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 9 9 20 38 -9 -11 -
  • Anti-air, maybe? Dunno if it's trustable, but you can normal cancel it(And use it on combos, but the startup is a little strange).

cr.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 7 4 16 27 SKD -2 -
  • A sweep that can be normal canceled. Cancel it when you need meter(Or to do block pressure on your opponent).

Jumping Normals

(n)j.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 6 nj= 11 ; dj= 12 - - - - -
  • Neutral/Diagonal Jumping Attack
  • For all of Kasumi's jumping normals, the Diagonal and the Neutral versions are the same. This can be used as a jump-in for combos, but only that. Kasumi has better options.
  • Hitbox is slightly different depending on the type of jump.

(n)j.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - nj= 7 ; dj= 6 12 - - - - -
  • Neutral/Diagonal Jumping Attack
  • Kick with good reach. It can crossup, but it's hard to combo after it(Depends of the opponent's character, I think).
  • Hitbox is very slightly different depending on the type of jump.

(n)j.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 8 10 - - - - -
  • Neutral/Diagonal Jumping Attack
  • A chop. It can crossup too, which is nice, but it's hard to combo after it too.
  • Hitbox is slightly different depending on the type of jump.

(n)j.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - nj= 8 ; dj= 9 11 - - - - -
  • Neutral/Diagonal Jumping Attack
  • A kick with nice reach and damage. It can crossup, like the other two moves, but... For me, it was easier to hit after the crossup(The worst part was "making it crossup"). Strangely enough, you can normal cancel it into her air projectile(Not sure if you can combo this way).

Command Normals

Hiji Ate
f.A
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Raw - - Mid > Overhead - - - - 18 5, (3), 7 16 49 2nd= -3 2nd= -5 -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Canceled - - Mid - - - - 17 5, (3), 7(?) 16(?) 48(?) 2nd= -3 2nd= -5 -
  • This move has two versions: When you use it alone, and when you use it after a normal. This move does two hits, as you maybe saw by doing the input while playing with her. If you use it alone, it will be a non-cancelable attack(You can max cancel the hits), but the second hit will be an overhead. If you cancel a normal into this move, it will lose the overhead properties, but will be a cancelable move(On each hit), which is incredible! This move is important for Kasumi's basic combos.

Throws

Kof.lp.pngKof.lk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Kof.sp.pngKof.sk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Guard Cancel Blowback
Kof.sp.pngKof.sk.png on Block
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
0 0 Mid 0 0 0 X - - - - - - -

Special Moves

Kasane Ate
(Jump) qcf P
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcf A - - Mid - - - - - - - - - - -
  • Kasumi's projectile move(It can negate projectiles). It doesn't have so much reach, and that's why it's generally used on basic combos. The air version won't be an overhead, sadly(But you can cancel a j.D into it), and has less reach than the ground version. If you do the "Quick Fireball Motion"(QCF, uf+P), she will do the projectile's animation(Near from the ground), but her jump arc still will be the same(And she can't do normals during this arc). It can be used during a backdash(If you time well), which is her way to build meter. Strangely enough, you can't max cancel a move into it.
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcf C - - Mid - - - - - - - - - - -

Senkou Nagashi
qcb A x3
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
1st Rekka - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
2nd Rekka - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
3rd Rekka - - Mid - - - - - - - - - - -
  • Kasumi's main special move to do combos(It's that rekka thing). You can easily cancel a Heavy normal into it, so... Just use it, you'll need. On the first input, Kasumi will do two attacks with her hands, where those two can be max canceled(One of her Max Mode loops is involved with it). The second input is just a linker for the first one, nothing special about it. And, finally, the last input will knockdown your opponent. Just learn how to do punish combos with it, and you'll be fine.

Senkou Nagashi
qcb C x3
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
1st Rekka - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
2nd Rekka - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
3rd Rekka - - Mid - - - - - - - - - - -

Hakuzan Tou
qcb K
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcb B - - Mid - - - - - - - - - - -
  • Kasumi's anti-air special move. It has some auto-guard hitboxes, so it's better when used as an anti-air. Although it doesn't look like, it won't juggle your opponent(Only on a counter hit). The B version has better startup, and the D version makes Kasumi move forward during the move(But she will come back to her initial position after the attack).
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcb D - - Mid - - - - - - - - - - -

Messhin Mutou
hcf B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • One of Kasumi's counter moves(Her counter moves are very important). This one will counter only high moves(Example: Jumping attacks). This one can be used to anti-air, but you'll need to be patient, because if you miss it... You'll take damage, I'm sure of that. It can stop certain Supers/Exceeds too.

Sasshou Inshuu
hcf D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Another counter move. This one is for mid-hitting moves(Example: Most standing attacks, crouching punches, and some Supers/Exceeds). To use it, you'll need to be patient(Mid-level attacks aren't so used, but you can catch pokes - Like Genjuro's f.C - using it).

Hanshin: Morote Gaeshi
dd.K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Another counter move, but this one is for low-hitting moves(Example: Sweeps, certain Specials/Supers/Exceeds). The input is easy, it's up to you to react to the attacks.

Tatsumaki Souda
hcb~f P
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
hcb~f A - - Mid - - - - - - - - - - -
  • Kasumi's proximity unblockable grab. The input can be a little strange at first, but don't worry. A good thing about it is that you can juggle after the last hit, and on the C version, there is a kick that can be max canceled(The kick before the last hit). A bad thing about it is that you can't combo it from the Heavy Attacks, but you can with the Light Attacks, which is good.
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
hcb~f C - - Mid - - - - - - - - - - -

Super Moves

Chou Kasane Ate
qcf x2 P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
A= 36x5 ; C= 36x7 45 Mid 4x5 0 0 X - - - - - - -
  • Kasumi's most used Super. It covers the entire screen(Making it almost impossible for certain chars to jump over it), and will defeat most projectiles(Including some Super ones, I could defeat Ryo's Haoh Shoukou Ken using it), that's why. It's used on combos too(Can do up to 4/5 hits), and has some basic hit-confirms too(See the combos section for more details). Use it, it's a great Super on Kasumi's arsenal.

Shiranui
hcb x2 K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
72 72 Throw 0 0 0 X - - - - - - -
  • A Super grab. It can combo from normals, and the damage is incredible! Use it on punish combos(To do damage while respecting your opponent). Note that this move is actually a parody of Ibuki's Raida(One of her grabs).

Exceed

Shingan Kazura Otoshi
Qcf.pngHcb.pngKof.lp.pngKof.sp.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
75x2 75 Mid 0 0 0 X 6+(1)+0 26+25 24 81 HKD (+31) X 1F~6F (startup), 7F (first frame of flash)
  • Active frames begin during the flash animation on the second frame of the flash; therefore, it is divided into two halves. The hitboxes do not change.
  • 1F~6F Startup > 7F (first frame of flash) > 8F~33F (remainder of flash; first half Active) > 34F~58F second half Active > 59F~81F Recovery
  • Another counter move where instead, Kasumi counters every type of attack that connects with her, excluding throws and projectiles. She grabs the opponent, throws them to the ground, and fiercely punches them.
  • Deals a ton of damage when it connects, just under a whole health bar's worth of damage, and leaves the opponent lying next to Kasumi after she performs it.
  • Little more to say other than it's very risky to throw out but can be really rewarding. Use it very carefully and sparingly, or you're eating a huge punish for it. It's also easier to tell when the active frames end as Kasumi lowers her pose.
  • Ironically, this is actually worse than Iori's Exceed, despite this Exceed actually fitting Kasumi's gameplay. Worse startup (despite having i-frames to compensate for it, too), worse active frames duration, worse recovery, and it's a longer Exceed animation in general. The only advantage is that Kasumi is much more plus on knockdown so she gets better oki from it.

Strategy

Basic Strategy

Kasumi's gameplan

Kasumi isn't very simple to play, mainly because she is a defensive character, while most of the other characters in the cast are offensive, giving her a disadvantage on many matchups. The first thing you'll need to learn is how to punish, because that's the only way she can do good damage. The second is, obviously, the counter moves. They are things that you'll need to master, and I'll give you some help later. For her Supers, I think you don't need many details, they are basic to use: The Super version of the Projectile is useful to catch jumpers from far away, or to punish some projectile abusers, and her Grab Super is mainly for punishing(But you can punish with the other Super too). That's it, good luck on your future matches.

Advanced Strategy

Learning how to use her counter moves

Counter moves are the probably most important thing on Kasumi's arsenal. But if I'll need, how can I use them effectively? That's a good question. First, you'll need one of those(Use the one that suits better for you):

  • Reflexes(Using the counter on reaction, that's maybe the most used);
  • Patience(Meaning that you'll need to wait for the attack).

We know Kasumi is a big and cute turtle, and that's why she needs the counter moves. So, what now? Well, practice only one of the counters now, and I reccomend you... The d, d+K(Easy input, easy to do, but can counter only low-hitting moves), or the Exceed(Can counter any attack). Her counter moves don't need to be used everytime(You'll just be punished during them in case you miss them), but try to make sure you hit the counter(Especially the Exceed). How to begin using them on a real match? You can:

  • Use the counters on predictable moves(Like moves with bad startup, jumping attacks - in case you know your opponent will do it -, or certain Supers, where you can see the flash, and this one is good for the ones who choose "Patience");
  • Do the counters a split second before the attack hits(Good to use, but you'll need a lot of "Reflexes" to do that).

Those were just the basics, below you'll see more about those counters.

How can I use my counters against my opponent?

Now I'll answer the question. But we'll need to analyse every counter move she has(You can add more * things here if you want).

Meshin Mutou(HCF+B, for the high moves)
This is the one you'll need to master quickly. Why? Jumpers. There are many players who like to jump on you just to begin their combos(And you'll most likely be on the ground, so... Damage is yours here), without the fact that it can stop some Special/Super moves. Some things that you'll need to know about this counter:

  • Don't be predictable(Never abuse of the counters);
  • You can use it to fake counters from far away(Making your opponent try to "punish" the move, where they can jump, or even do a low poke, but don't worry, you can see them, and counter them);
  • Never try to stop Supers everytime, because it's risky on some cases(Who knows, they can use other moves instead of the one you're waiting for);
  • You'll love to use any counter against characters without projectiles/long-range(Non-physical) options, or even rushdown characters like Kim, or even Ken, who'll just run forward to meet one of your counters.

Sasshou Inshuu(HCF+D, for the mid moves)
You won't need it that much, mainly because combos rarely start with an attack hitting mid(Only on a punish, maybe). Things that you'll need to know about it:

  • This one won't be so used against many opponents(Maybe against pokers?);
  • I saw a player using it against Dhalsim's long-range normals, so... It has some uses.

Hanshin: Morote Gaeshi(d, d+K, for the low moves)
This one you'll need. Many players like to use low moves, because most of them are safe on block, and have extremely good reach. This one is probably the easiest to react, due to the input. Things that you'll need to know about it:

  • Don't even try to fake it;
  • Nearly every low attack is whiff cancelable in and/or outside of Max Mode(Making the counter fail to work);
  • It can counter slide attacks as well.
  • You'll maybe like to use it against characters who like to attack while crouching, mainly chargers(Boxer, maybe).

Resets

Resets are important, that's what is said on nearly every SvC character section on this wiki. As you saw, Kasumi has a reset combo(It's on her normal combos section). What to do after it? You have some options:

  • Do a counter move(Some players like to use moves with startup invincibility after a reset, so a counter move could help you on these situations, most notably the Exceed, which can counter any physical move. Watch out for projectile/delayable supers too);
  • Do a cr.B into her Special/Super Grab(On the super, you can do that combo mentioned before) - Low into knockdown;
  • Do a projectile(Normal or Super) - To push your opponent;
  • Do a f+A - Overhead; make sure the second hit hits your opponent, because only that hit is an overhead.

Wakeup crossup glitch (Kasumi version)

This is a common glitch for the Neo Geo games. Most characters in the game has this glitch on their arsenal, and this hasn't changed with Kasumi. To do it, you'll need to be on the Max Mode, and do this:

(Combo,) hcb~f A(3), (C)qcb P

After this, your opponent will wakeup with his back turned(Meaning that he will need to block to the opposite side on the wakeup). While the opponent is knocked down, you will have some time to think:"Which combo I will use? You have two options:

  • In case you have enough meter, do any loop/overhead combo.
  • In case the meter is near from the end, just do a meaty qcf x2 P
  • In case it ended, just do a simple combo(Do it with the Supers, you'll have two levels after the Max Mode ends).

Match-Ups

Combos

SVC Chaos: SNK VS Capcom Quick Combo Notation Guide
  • cl. = close normal
  • st. = standing/far normal
  • cr. = crouching normal
  • f.; etc. = forward direction (NOT far)
  • X = any button
  • CH = counter hit
  • , = Used to separate attacks in the combo
  • / = Separates different options for the combo (mainly different starters or enders that are possible)
  • Unless otherwise stated (such as it's a link or you need to delay the attack), assume this is a chain/cancel.
  • Example: cr.B, cr.A, dp A ; cr.B chains into cr.A, then cr.A cancels into dp A
  • [b]~f = Indicates to charge back (or downback), then press forwards for the given special move
  • ( ) = Parentheses used to indicate the attack(s) within the parentheses are optional to add to the combo
  • (C) = Indicates a free cancel, aka a cancel only possible in Max Mode
  • (SC) = Indicates a super cancel via free canceling in Max Mode
  • (1) = Used to indicate how many hits of the attack should connect (or less than) before continuing with the combo
  • Example: cl.C(1), hcb P means that only one hit of cl.C should be performed before moving on to do hcb P, not more than one hit
  • [ ] = Used to distinguish combo loops or combo starters/etc. in case a certain attack is only possible after specific options
  • xN = Repeat the given loop for as many times as either possible or as many times as you wish

May change to numpad notation much later down the road.

Kasumi has good combo options, but they are mainly for punishing, or to use after a stun.

Starters

Starters
Combo Position Damage Stun Difficulty Notes
cr.B, cr./cl.A TBA TBA TBA TBA Tight link, since cr.B isn't cancellable. Only move Kasumi can confirm into is her command grab super, everything else is too slow to combo into, and her proximity unblockable's range is too stubby for it to combo off of more than one light. Kasumi can combo into proximity unblockable with one cr.A, but this only hits mid on top of not being able to hit confirm it, so it's risky to attempt. In Max Mode, she can free cancel cr.B into proximity unblockable for a low hitting confirm, but that's also sacrificing some Max Mode meter.
cl.C, f.A TBA TBA TBA TBA

BnB Combos

BnB Combos
Combo Position Damage Stun Difficulty Notes
(j.X,) cl.C, f.A, qcf A TBA TBA TBA TBA Basic combo. To make it work, you need to do it from point-blank reach. It won't work with the C version, sadly. For a Jump Attack, you can use the j.A if you don't want to crossup, just remember that.
j.D, j.qcf P TBA TBA TBA TBA This is what she can do in the air by canceling her j.D. Not a real combo, but it's more pressure on the opponent, or a potential mixup if they block only the j.D and try to punish.
(j.X,) cl.C, f.A, qcb P x3 TBA TBA TBA TBA Generally used as a BnB for punishing(Without meter). Learn it, in case you need to punish. The damage on this combo is decent too, which is good for her.
(Corner only) st.C, qcb P x3 TBA TBA TBA TBA Just a combo to use with a poke. It doesn't do more damage than the above, but can be used when you need.
(j.X,) cl.C, f.A(1), qcb K TBA TBA TBA TBA Not that hard as a combo, really.
(Anti-air) CH qcb B(1), qcb D TBA TBA TBA TBA Anti-air combo. This special move has autoguard frames, which makes it a little safe to use. Do it only when you need.
(j.X,) cl.C, f.A(1-2), hcb~f P, j.D TBA TBA TBA TBA A reset setup.
(corner) cl.C, f.A(1-2), hcb~f P, qcb K TBA TBA TBA TBA
Super Combos
Combo Position Damage Stun Difficulty Notes
(j.X,) cl.C, f.A, hcb~f P, qcf x2 P TBA TBA TBA TBA The most damaging followup for her Command grab, but won't do much damage since super only connects one hit. A version gives you more time to react on a raw hcb~f P (or just button hold it), but if comboing into the proximity unblockable, only use the A version. C version whiffs if the combo starts with cl.C, f.A, but not if you do cl.C, f.A(1). There's also the chance that the super whiffs on the C version, leaving Kasumi wide open afterwards.
(j.X,) cl.C, f.A, qcf x2 P TBA TBA TBA TBA Kind of a more damaging version of her BnB. Does good damage - almost one bar. I recommend you to use the A version of the Super, because it will do a knockdown on the last hit, while the C version won't.
(j.X,) cr.B, cr.cl.A, hcb x2 K TBA TBA TBA TBA Combo with a low starter. Probably the best thing she can do with the Light Attacks(On combos). The damage is pretty good too(Thanks to the super). Can be used as a BnB for the Super(It has good reach, you can use it).
(j.X,) cl.C, f.A, hcb x2 K TBA TBA TBA TBA For punishing purposes. You can need this one, I'll say(Does almost one bar in damage terms). Just use it, it's one of her most damaging combos(Thanks to the reach).
(Anti-air) CH qcb B(1), qcf x2 K TBA TBA TBA TBA

Max Mode Combos

She has some good combos here. She can max cancel only some hits of the Command Grab, the two hits on the first QCB+P, and the two hits of her f.A overhead.

Max Mode Combos
Combo Position Damage Stun Difficulty Notes
(j.X,) cl.C, f.A, [(C)qcb P(2), (C)hcb~f C(3),]xN, (SC)hcb x2 K TBA TBA TBA TBA This is probably one of her most basic loops.
(j.X,) cr.B, [(C)hcb~f C(3), [(C)qcb P(2),]xN, (C)hcb~f A, qcf x2 P TBA TBA TBA TBA Loop with a low starter. Very good, but I don't know who is the most damaging here. Just use the one that suits better for you. (Note: The cr.B is optional, but it's in there to help you... Try to cancel it, you can do it with practice, and it can help you on resets - see the second * on the list for more details.)
f.A, (C)qcb P, (max mode loop,) hcb~f A, qcf x2 P TBA TBA TBA TBA Just a simple combo to use on the opponent's wakeup. "Are loops from the overhead possible? Only on the corner, sadly. If you try to use this combo with the hcb~f C instead of A on midscreen, the attacks won't connect. And sadly again, Kasumi can't put her opponents to the corner easily.

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